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Agent-based target detection in 3-dimensional environments

Approved for public release, distribution is unlimited / Visual perception modeling is generally weak for game AI and computer generated forces (CGF), or agents, in computer games and military simulations. Several tricks and shortcuts are used in perceptual modeling. The results are, under certain conditions, unrealistic behaviors that negatively effect user immersion in games and call into question the validity of calculations in fine resolution military simulations. By determining what the computer-generated agent sees using methods similar to that used to generate the human players' screen view in 3- D virtual environments, we hope to present a method that can more accurately model human visual perception, specifically the major problem of a entity "hiding in plain sight" / Lieutenant, United States Navy

Identiferoai:union.ndltd.org:nps.edu/oai:calhoun.nps.edu:10945/2300
Date03 1900
CreatorsCorreia, J. Steve.
ContributorsDarken, Christian J., Crowson, Jeff, Naval Postgraduate School, MOVES Academic Committee
PublisherMonterey, California. Naval Postgraduate School
Source SetsNaval Postgraduate School
Detected LanguageEnglish
TypeThesis
Formatxiv, 47 p., application/pdf
RightsThis publication is a work of the U.S. Government as defined in Title 17, United States Code, Section 101. As such, it is in the public domain, and under the provisions of Title 17, United States Code, Section 105, may not be copyrighted.

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